Eclipses
Posted: Mon Oct 20, 2014 12:02 pm
Based on these threads I had a new idea:
https://forums.factorio.com/forum/vie ... =16&t=6169
https://forums.factorio.com/forum/vie ... f=5&t=4356
https://forums.factorio.com/forum/vie ... f=6&t=1277
The problem is: Solar is in the view of some players overpowered, because once it is set up, you don't need to change anything. I'm not at this line yet, but I think that this will become a problem, when the end-game is more clear.
So this is how I think it can bring some useful game-element.
First how it works: The planet is surrounding some kind of big gas planet (it is then of course a moon, but I keep saying planet, to distinct it). And there are also some other moons, orbiting the gas-gigant and eventually the planet. All the orbits can be about random and don't need to be calculated exactly, we can assume, that the orbits are circles, not ellipses, they need not realistic (there are orbits, which are impossible, when using gravitational orbits) and so on.
So, there are some semi-random events:
- The planet comes into the shadow of a moon. This might reduce or cut the produced solar power - depends on distance.
- The planet comes into the shadow of the gas-planet. That will be the biggest problem, cause it might last one or two minutes. Enough to empty all the accus. And it might happen every "year" (I think to 10-20 days).
These events are predictable, if you know the orbits. This goes along with researching of optics and some calculator item, which will display you the orbits and times/length of next eclipse.
EDIT:
This is how the result may look:
A mix between a sun-clock and a planetary modell. The important part: You see your own planet and the shadows of the others. And it moves, while the time runs. And now you can estimate, when you will have an eclipse.
And the idea for this comes from here:
This is the astronomical clock in Prague. https://en.wikipedia.org/wiki/Prague_astronomical_clock
The idea behind this is, that it will bring all your nice setup into chaos. If the biters (or other natives) then also like the night, then this will be a quite adrenalin shocking game element, when it arrives first and with the time the player learns to build setups, which are based on a energy mix. (My opinion)
Other possibilities with those orbits:
- The planet comes near to another moon. That might enable for other unfriendly natives to come along through the space.
- or there is your "enemy", another player, which sends you some "greetings".
- or a coop-player, sending you needed resources, you cannot find on this planet....
- Weather
- Tides
- Short Seasons: The planet goes around the gas-gigant. Depending of the size of the gas-gigant it emits significant amounts of infrared. Summer is then, when the planet is between sun and gas-gigant (at day there is the sun, at night the warmth from the gas-gigant), winter is on the other side, when both is on one side.
- Planet/moon names from player names.
- Usage as resources (crash asteroids)
- extending your factory to other moons.
-...
https://forums.factorio.com/forum/vie ... =16&t=6169
https://forums.factorio.com/forum/vie ... f=5&t=4356
https://forums.factorio.com/forum/vie ... f=6&t=1277
The problem is: Solar is in the view of some players overpowered, because once it is set up, you don't need to change anything. I'm not at this line yet, but I think that this will become a problem, when the end-game is more clear.
So this is how I think it can bring some useful game-element.
First how it works: The planet is surrounding some kind of big gas planet (it is then of course a moon, but I keep saying planet, to distinct it). And there are also some other moons, orbiting the gas-gigant and eventually the planet. All the orbits can be about random and don't need to be calculated exactly, we can assume, that the orbits are circles, not ellipses, they need not realistic (there are orbits, which are impossible, when using gravitational orbits) and so on.
So, there are some semi-random events:
- The planet comes into the shadow of a moon. This might reduce or cut the produced solar power - depends on distance.
- The planet comes into the shadow of the gas-planet. That will be the biggest problem, cause it might last one or two minutes. Enough to empty all the accus. And it might happen every "year" (I think to 10-20 days).
These events are predictable, if you know the orbits. This goes along with researching of optics and some calculator item, which will display you the orbits and times/length of next eclipse.
EDIT:
This is how the result may look:
A mix between a sun-clock and a planetary modell. The important part: You see your own planet and the shadows of the others. And it moves, while the time runs. And now you can estimate, when you will have an eclipse.
And the idea for this comes from here:
This is the astronomical clock in Prague. https://en.wikipedia.org/wiki/Prague_astronomical_clock
The idea behind this is, that it will bring all your nice setup into chaos. If the biters (or other natives) then also like the night, then this will be a quite adrenalin shocking game element, when it arrives first and with the time the player learns to build setups, which are based on a energy mix. (My opinion)
Other possibilities with those orbits:
- The planet comes near to another moon. That might enable for other unfriendly natives to come along through the space.
- or there is your "enemy", another player, which sends you some "greetings".
- or a coop-player, sending you needed resources, you cannot find on this planet....
- Weather
- Tides
- Short Seasons: The planet goes around the gas-gigant. Depending of the size of the gas-gigant it emits significant amounts of infrared. Summer is then, when the planet is between sun and gas-gigant (at day there is the sun, at night the warmth from the gas-gigant), winter is on the other side, when both is on one side.
- Planet/moon names from player names.
- Usage as resources (crash asteroids)
- extending your factory to other moons.
-...